Greetings everyone,
After receiving some helpful feedback(thanks Phats, and thanks to members of the Chicken Bucket for their suggestions), I’ve made progress on Canyon2…actually, so much has changed that I had to go to Canyon3. That’s right y’all, it’s Canyon3 in full effect.
Get it at: http://home.austin.rr.com/shadrach/
As before, it’s probably better suited for larger servers, but I’ve playtested it 4v4 and it was good times. I’ve improved the routes, added objectives, added tug-of-war type spawning, improved the atmosphere ie added fog, etc. The fog helps cull polygons, gives a better sense of distance, and helps keep the action localized to a degree. Snipers will have a harder time of it.
screenshots:



There are 5 spawns total, 2 Allied, 2 Axis, with a central Forward Spawn. Players autospawn at their teams “Spawn 2”, forward from their base. All spawnpoints except for the bases themselves are capturable. This makes for much less distance-to-action when spawning, which killed gameplay on Canyon2. I was a scripting noob when I released it, but I’m starting to understand. Objective/spawn cameras are working now. All spawns including the central spawnflag show up on the command map. You can spawn at your base or at any spawn that your team owns from the command map if need be, or automatically respawn at the farthest-forward available spawnpoint. The ultimate objective for each team is to dynamite the other team’s vault in their base, steal the docs, and deliver them to the control room.

Most of the upper canyon is traversable now with new routes added and connectivity improved. I’m experimenting with teamdoors for the old “long” routes. The lower canyon has 2 new constructibles, dynamitable objectives in the form of a Dam on the Allied side and an Axis Gate. Destroying these opens a lower route to the enemy’s base.


The elevator in the central tower now moves three times as fast, for quick travel up/down from the central spawn/flag. The constructible bridges all offer cover now, railings have been added on most upper routes, travel times are better, and gameplay is faster and improved overall. This was my first released map and has been a labor of love now for almost 2 years, and I want to make sure that it’s as fun to play as it was to make. See what you think and let me know.
:drink:




